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[00:20] <GitHub167> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDcVG
[00:20] <GitHub167> scummvm/master c31efeb Paul Gilbert: TITANIC: Add missing copyData method to TTnpcScript
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[00:55] <snover> ah, another nice side-benefit of this save code is that it interacts correctly with the games validity checker https://zetafleet.com/i/58967930e8b7b.png
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[01:04] <snover> things get a little funky in some of these games though https://zetafleet.com/i/58967b78aad3e.png
[01:09] <snover> sierra didnt do much to make this failure mode look very good, i guess because it is so rare
[01:11] <dreammaster> Agreed; unlike certain other error dialogs.. which happened all to frequently in QFG4 when I first played it. :P
[01:11] <snover> https://zetafleet.com/i/58967d0e92d59.png what a palette!
[01:11] <snover> and what a question-mark
[01:11] <snover> someone hand-drew that beauty
[01:11] <dreammaster> Whoo. Psychadelic. Reminds me of what Titanic used to do :)
[01:12] <snover> used to ;)
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[01:16] <snover> psychedelic titanic could be a fun easter egg if you have infinite time to re-break things
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[01:24] <snover> hahaha. oh dear.
[01:24] <snover> sq6 just cant cope with invalid games
[01:26] <snover> https://zetafleet.com/dl/sq6save.mov
[01:27] <snover> and then it crashes.
[01:30] <snover> every time i start sq6 from the main menu i still have a little anxiety that the transporter glitch will happen and the game will get stuck
[01:45] <snover> phew. ok. now to clean up my working branch, so things can land&
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[01:55] <GitHub187> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDco1
[01:55] <GitHub187> scummvm/master b0b534e Paul Gilbert: TITANIC: Implemented CMusicWave fn2
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[08:49] <GitHub82> [scummvm] sev- pushed 1 new commit to master: https://git.io/vDcQI
[08:49] <GitHub82> scummvm/master feaccfd Eugene Sandulenko: DIRECTOR: Lingo: Renamed printStubWithArglist to printSTUBWithArglist
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[10:51] <WooShell> good meowning =^.^=
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[15:43] <GitHub49> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDCI0
[15:43] <GitHub49> scummvm/master a44720e Paul Gilbert: TITANIC: Implemented CMusicWave read method
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[16:16] <dreammaster> Looks like I'm making inroads in all the music code. CMusicWave seems to be done (numerous potential bugs aside), so seems like there's just the core CWaveFile methods left to handle, which will handle the raw streaming playback
[16:16] <snover> nice.
[16:17] <snover> do you know yet how close is it to what you thought it was?
[16:18] <dreammaster> Sort of. I haven't really taken the time to settle down and review all the code I've implemented for the big picture; it's been more focused on how individual methods in the different classes interact with each other
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[16:19] <dreammaster> But it seems like it's sort of what I expected.. one of the classes can probably be renamed as a mixer, and it's pulling audio from the different wave files and stitching them into the output audio stream.
[16:19] <dreammaster> I'm still not sure what purpose the parser-produced arrays serve
[16:20] <snover> i can only very vaguely remember how that puzzle works
[16:20] <snover> i think i remember the song being pretty
[16:21] <dreammaster> Basically you fiddle around with dials controlling the pitch, speed, and direction (forwards/backwards) until you get them to fit together nicely.
[16:21] <dreammaster> Or, locate the spoiler solution in-game and just do what it says :)
[16:21] <snover> heh
[16:22] <snover> hax
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[16:22] <dreammaster> The different pitches are, I gather, stored in four different wave files per instrument. The speed and direction and manually handled by the special mixer
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[16:25] <dreammaster> Hmmm.. once I implement a few more CWavefile methods, I may take the oppurtunity to go back and start debugging the code I have so far. I'm honestly not even sure if it really is streaming audio done by multiple "pumping calls", or it figures out all the data for playback at the start
[16:26] <dreammaster> If it's the latter, it would certanly make things easier for interfacing to ScummVM.. I could just create a WAV stream like I do for other wave files, rather than trying to figure out implementing an audio stream implementation that could handle chunks at a time
[16:27] <dreammaster> Whoops. I just noticed the time; it's nearly lunchtime, and I still have a gym session to squeeze in first. Catch you later :)
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[16:56] <GitHub179> [scummvm] csnover opened pull request #895: GUI: Add three new options for volume slider controls (master...gui-volume-options) https://git.io/vDCq9
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[18:20] <snover> m_kiewitz: wjp approved https://github.com/scummvm/scummvm/pull/886, are you OK with me landing it with that approval (and if there turn out to be any other issues we can fix them later?)
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[18:20] <waltervn> evening
[18:20] <snover> hey waltervn

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[18:27] <m_kiewitz> snover: found one small thing other than that i think it's fine. I can't test it out though.
[18:36] <snover> OK. I will make that change you noticed. Is there any game in particular that you would think most likely to be broken? If so I could try testing it. Otherwise I have been doing my usual run ecoquest testing on everything from time to time, and in the case of this PR and the bounds-checking PR I also ran through an entire play of LSL2 and some of PQ2, SQ3, and SQ4CD and didnt encounter any errors.
[18:38] <snover> m_kiewitz: ^
[18:39] <m_kiewitz> you could try for example quest for glory 1 (EGA) and check if the first character build screen looks the same
[18:39] <m_kiewitz> i guess it should be fine. I didn't notice any difference in coding, but you never know :P
[18:39] <m_kiewitz> qfg1 screen has tons of controls
[18:40] <snover> heh heh. yeah, this couldnt possibly break anything are the last words of so many people :)
[18:42] <snover> qfg1ega character build screen seems to look and act fine
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[18:47] <GitHub52> [scummvm] csnover pushed 2 new commits to master: https://git.io/vDCZH
[18:47] <GitHub52> scummvm/master b1c3332 Colin Snover: SCI: Use strnlen instead of strlen to avoid buffer overflows
[18:47] <GitHub52> scummvm/master 10d97ce Colin Snover: SCI: Fix more unsafe C-string usage
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[18:47] <GitHub109> [scummvm] csnover closed pull request #886: SCI: Use strnlen instead of strlen to avoid buffer overflows (master...sci-strnlen) https://git.io/vMZYU
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[18:58] <Strangerke> hi guys
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[18:58] <snover> hi Strangerke.
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[18:59] <Strangerke> What's up? :)
[19:00] <wanwan> hi
[19:00] <Strangerke> hey wanwa :)
[19:00] <snover> closer to ADGF_TESTING every day
[19:00] <Strangerke> hey wanwan (sorry)
[19:00] <Strangerke> snover: Nice :D Congrats!
[19:08] <snover> actually so close that i just switched them on my working branch. so as soon as all that stuff is reviewed and landed&
[19:16] <snover> has anyone noticed a problem with mouse cursor in fullscreen mode? like the horizontal is slower than the vertical when running a 4:3 game on a 16:9 monitor&
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[19:19] <snover> dreammaster: i hope you had a good workout. i was going to mention, Audio32 for SCI32 is a software mixer that masquerades as an audio stream, and Robots send audio in chunks, so if you need an example implementation, it might be a thing to look at
[19:21] <dreammaster> Thanks. Come to that, I've done a few streaming playback handlers in prior engines. Though since I really don't like having to deal with sound code that much, I tend to quickly forget them again.
[19:23] <dreammaster> Though in most of those cases, it was more about using OPL? and simulating Adlib sound drivers. In this case, it seems pretty definitive that the stitched together data maintains the original source WAV files of 44100Hz, 16bits, 22050 samples per second
[19:23] <dreammaster> I'm hopeful that, at worst, I can look at what the makeWavStream method in Common does and adapt that if need be
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[19:39] <snover> dreammaster: id recommend not doing what that does since for raw pcm it mallocs the entire wave file into memory :\
[19:40] <snover> though at least in your case i imagine these files are not very large at all
[19:46] <dreammaster> I don't think they are no. The game allocates an audio buffer used for the playback of 176400 bytes
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[21:24] Nick change: omer_mor_ -> omer_mor
[21:24] <omer_mor> snover: you were right about &rest 1
[21:25] <omer_mor> that's what &rest was compiled into
[21:26] <omer_mor> e.g. "(= len (FindFormatLen &rest))" was compiled into "push0; &rest $1; call code_0130, $0"
[21:26] <snover> yeah
[21:26] <snover> i put a comment in so now nobody in the future gets to be confused ever again ;)
[21:27] <snover> Inside the Chest sure is broken for such a tiny demo
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[21:30] <snover> im hoping that it might be broken because kFileIO is broken and this is the same bug that causes hoyle5 options files to get messed up
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[21:42] <Strangerke> Does someone has a list of shadowed variables in Cryo?
[21:42] <Strangerke> Digitall mentioned it this afternoon, but I don't have a compiler which report those :S
[21:43] <Strangerke> and sorry for the typos
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[22:18] <dreammaster> Strangerke: G'day :)
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[22:26] <GitHub151> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDCzT
[22:26] <GitHub151> scummvm/master 527ce3c Paul Gilbert: TITANIC: Start of getting CWaveFile to handling audio streaming
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[22:36] <criezy> Good evening
[22:37] <-- m_kiewitz left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray.
[22:45] <Strangerke> hey criezy :) How was your trip?
[22:45] <criezy> My Eurostar was one hour late due to "increased border checks" :(
[22:46] <criezy> The good news is that we will get a compensation.
[22:46] <Strangerke> wow :(
[22:46] <criezy> And I am starting to get used to this (the same happened one month ago on my way back from Paris).
[22:47] <Strangerke> I didn't know it was so problematic nowadays
[22:47] <Strangerke> When did it start? What's the reason?
[22:48] <criezy> I don't really know. The first time I had this issue was a month ago.
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[22:55] <GitHub128> [scummvm] sev- pushed 4 new commits to master: https://git.io/vDCgM
[22:55] <GitHub128> scummvm/master b4f736e Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Cast members" Lingo
[22:55] <GitHub128> scummvm/master b1503cc Eugene Sandulenko: DIRECTOR: Lingo: Documented D4 "Cast window management" Lingo
[22:55] <GitHub128> scummvm/master 4e9341e Eugene Sandulenko: DIRECTOR: Lingo: Added tests for new grammar for built-ins
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[23:04] <criezy> I don't see any work on a GSoC application form yet. Should I start one of the wiki by copying the one from last year? Or did I miss something?
[23:05] <TMM> hi criezy! :)
[23:06] <criezy> Hi TMM
[23:09] <criezy> TMM, by the way, the bug I mentionned earlier today is https://bugs.scummvm.org/ticket/7110
[23:10] <TMM> criezy, I'll have a look. If this is a GCC bug I don't think this will still occur in the 1.9.0 release I did
[23:11] <TMM> criezy, release was build with gcc 6.3
[23:11] <TMM> We're not doing maintenance releases on 1.8 still are wel?
[23:12] <criezy> No we are not.
[23:13] <TMM> OK, I'll test this tomorrow and if it's not happening in 1.9 I'll just close it
[23:23] <Strangerke> criezy: I gave up working on it today, but I'll work on it tomorrow
[23:23] <Strangerke> hey TMM :)
[23:23] <criezy> Strangerke, I just started one.
[23:23] <Strangerke> oh, ok :)
[23:23] <criezy> I am going through it to mark in red what needs to be updated.
[23:26] <Strangerke> ok, I'll check what you did and I'll work on it too
[23:26] <Strangerke> (tomorrow)
[23:32] <criezy> For the moment I have only done a copy from the 2016 application and made some minor updates (such as adding the 2016 success/fail rate).
[23:32] <criezy> I will leave the more creative updates for tomorrow.
[23:34] <criezy> Is the engine for later Cryo games (Atlantis, Versaille) similar to the one for Eden?
[23:34] <criezy> And is the fact that Littleboy also named his engine cryo an issue?
[23:34] <criezy> I suspect we can't have two different engines with the same name :P
[23:37] <Lightkey> make one kryo :-P
[23:39] <snover> crylazz
[23:39] Action: snover &
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[23:46] <Strangerke> ha, gosh :/
[23:47] <Strangerke> We'll have to do some archeology to find the real names
[00:00] --- Mon Feb 6 2017